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You are a child of a god of nature. Possible domains for your godly parent include Nature, Life, Wilderness, Earth, or Plant.


You are a child of a god of nature. Possible domains for your godly parent include Nature, Life, Wilderness, Earth, or Plant.

Child of Thirza Traits

Ability Score Increase

Your Wisdom score increases by 2.

Friend of Plants

You learn the Druidcraft cantrip.

Child of Nature

While you are conscious, plants and foliage within 30 feet of you become difficult terrain for creatures you choose large or smaller. Creatures tiny or smaller are restrained and have their speed reduced to 0. Your DM may determine that small amounts of foliage may not be enough to create difficult terrain.  

Wildling

You have proficiency with the Nature skill.


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You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Dexterity Score
Piercer: Reroll Damage: (No Action)
Piercer: Critical Hit: (No Action)
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Within the town Greckas of Marktinla there lives a farmer. Alarus, is a notable farmer within the town renowned for supplying food to the Marktinla army. He confronted the crown about how livestock has mysteriously gone missing, suspected a fox or wolf to be at play. A small group of individuals just starting out within a hunting lodge was sent to the location and proceeded the hunt. However, the group failed to return on time. With no word, your group has been sent to investigate and hunt the creature.


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Session Journal

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You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Applicable Weapons:

NameTypeDamageProperties
HandaxeSimple Melee1d6 slashingLightthrown (20/60)
BattleaxeMartial Melee1d8 slashingVersatile (1d10)
GreataxeMartial Melee1d12 slashingHeavytwo-handed

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Not much is known about The Glass except by those who live there. It is a secluded community with very little to offer in the tundra like domain. The only thing really known about the place is that it is referred to as the land of the Giants. 


Primary Known Races within the Area: Kenku, Human, Halfling, Giants.


The Biome of this place is Tundra. 

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A Frecian ship carry a load of explosives was caught up in the mix of an attack. The vessel was destroyed. The ship was believed to be traveling to Divelinson.

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